this is part 1 of a two part proposal. Ultimately either can be implemented independently but they can be thought of as the same concept.
Part 2 can be found here: https://forums.civfanatics.com/thre...ee-damage-reduction-for-certain-units.684425/
Proposal: Change the "Withdraw from Melee" mechanic to the following.
Rationale: One of the major problems with this mechanic is its randomness. In a game that has very little randomness in combat, ESPECIALLY when it comes to positioning and movement, the randomness of this mechanic creates too many unacceptable scenarios. Sometimes the unit withdraws when you rather it hold, holds when you rather it withdraws. also its wirthdraw location can be a bit arbitrary at times.
Lastly the impact of speed is poorly understood and not documented in the tooltips, so its good to remove that as well.
This version creates a definitive withdraw, effectively immunity to damage from the first melee hit (assuming you have room to move). but to prevent abuse and silly scenarios where a unit can literally move across the map due to withdraws, all further withdraws are removed. Its once per turn period.
Part 2 can be found here: https://forums.civfanatics.com/thre...ee-damage-reduction-for-certain-units.684425/
Proposal: Change the "Withdraw from Melee" mechanic to the following.
- The %chance is now 100% on the first melee attack against the turn that round. It is now 0% on all subsequent melee attacks.
- The %chance is no longer affected by speed.
- The unit will always move in the following manner. (note the picture below)
- If Tile 1 (the tile right across from it) is open, retreat to Tile 1.
- If Tile 2 (the hex counterclockwise from 1) is open, retreat to Tile 2.
- If Tile 3 (the hex clockwise from 3) is open, retreat to Tile 3.
- If Tiles 1,2,3 are all occupied or unavailable, the withdraw chance lowers to 0%.
Rationale: One of the major problems with this mechanic is its randomness. In a game that has very little randomness in combat, ESPECIALLY when it comes to positioning and movement, the randomness of this mechanic creates too many unacceptable scenarios. Sometimes the unit withdraws when you rather it hold, holds when you rather it withdraws. also its wirthdraw location can be a bit arbitrary at times.
Lastly the impact of speed is poorly understood and not documented in the tooltips, so its good to remove that as well.
This version creates a definitive withdraw, effectively immunity to damage from the first melee hit (assuming you have room to move). but to prevent abuse and silly scenarios where a unit can literally move across the map due to withdraws, all further withdraws are removed. Its once per turn period.
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